Post by Deleted on Nov 23, 2009 22:06:25 GMT -5
For the record, this is a match probably better suited for Mr. Hyde, because on some real talk, dude is a beast when it comes to making elaborate charts that make the match play exactly how it should. But any suggestions are welcome. I came up with this in around 10-15 minutes, and it probably shows.
At WWE Bragging Rights 2009, John Cena and Randy Orton ended their long-running feud (for now) in an Iron Man match. Rather than being the traditional Iron Man match, the two of them agreed on an Anything Goes Iron Man match.
STARTING OFF:
- Use Cage Ratings or Advanced Pin Ratings.
- After each fall, a 30 second rest period begins. After each fall, roll on the Rest Period Chart.
- Into the Ropes, Into the Turnbuckle, and Deathjump are all played as normal.
- Whenever a wrestler is thrown out of, or leaves the ring, roll on the Anything Goes Chart.
- The match ends after 60 completed (ie not reversed) moves, with the wrestler with the most pins/submissions being the winner.
- Optional, but I'd advise rolling on the Injury Table after the match given that there's a lot of crazy stuff going on here.
ANYTHING GOES CHART (Roll 2D6):
2 - 4: The heel sends the face to the outside. While on the outside, the heel begins stalking the face with the steel steps in hand. Just as he raises the steps, the face counters with a right hand to the gut! The face goes back on the offensive, throwing the heel back into the ring. Face rolls on Level 2 Offense.
5: A clothesline sends both wrestlers to the outside. At this point, the wrestler with the lower cage rating gets up and sends the opponent face first into the guard rail. He begins brawling with his opponent to the top of the ramp. Roll one dice. Even: The wrestler hits his signature move on the ramp! Opponent rolls Pin plus finisher. Odd: The opponent counters with a DDT on the ramp! The wrestler who was DDT'd adds 1 to his pin rating and rolls Pin.
6 - 7: The wrestlers battle to the top of the ramp, with the heel getting the upper hand via a low blow. The heel gets a sick look on his face, and walks over to the pyrotechnic board. As the face lays, trying to get up, the heel begins mashing on the buttons of the board, making fireworks erupt from the stage! He walks over and places a foot on the opponent's chest. Face adds 2 and rolls Pin.
8 - 9: Both wrestlers are fighting back and forth on the announce table at ringside! Roll one dice. Even: The face hits his signature move, sending the opponent through the table! The heel rolls Pin plus finisher. Odd: The heel shoves the face away, and hits his finisher through the table! Face rolls Pin plus finisher.
10 - 11: The wrestlers begin to brawl into the crowd, and eventually make their way up a flight of steps. At this point, the wrestler with the lower cage rating sends the opponent tumbling down the steps! He drags the opponent back into the ring. Opponent rolls Pin plus finisher.
12: The face grabs the steel steps and slides them into the ring. The heel throws the referee into the face to slow him down. As the face makes sure the referee is alright, the heel nails him in the back of the head with the steps! The face is busted open, but the heel goes for the cover! Face adds 1 rolls Pin.
REST PERIOD CHART (Roll 1D6):
1 - 2: The wrestler who scored the pinfall is exhausted. Just as he's getting back to his feet, his opponent's allies run in and attack him! The wrestler adds 1 to his Pin, and the match continues.
3: The heel's allies attempt to make the run in on the face, but one of the face's allies runs in with a chair! The match continues as normal.
4: Both wrestlers take advantage of the rest period. SUBTRACT 2 FATIGUE TOKENS FROM BOTH WRESTLERS.
5-6: The face decides that he doesn't want to wait to finish the feud, and attacks the opponent during the rest period! Face rolls on Level 2 Offense.
[/font]STARTING OFF:
- Use Cage Ratings or Advanced Pin Ratings.
- After each fall, a 30 second rest period begins. After each fall, roll on the Rest Period Chart.
- Into the Ropes, Into the Turnbuckle, and Deathjump are all played as normal.
- Whenever a wrestler is thrown out of, or leaves the ring, roll on the Anything Goes Chart.
- The match ends after 60 completed (ie not reversed) moves, with the wrestler with the most pins/submissions being the winner.
- Optional, but I'd advise rolling on the Injury Table after the match given that there's a lot of crazy stuff going on here.
ANYTHING GOES CHART (Roll 2D6):
2 - 4: The heel sends the face to the outside. While on the outside, the heel begins stalking the face with the steel steps in hand. Just as he raises the steps, the face counters with a right hand to the gut! The face goes back on the offensive, throwing the heel back into the ring. Face rolls on Level 2 Offense.
5: A clothesline sends both wrestlers to the outside. At this point, the wrestler with the lower cage rating gets up and sends the opponent face first into the guard rail. He begins brawling with his opponent to the top of the ramp. Roll one dice. Even: The wrestler hits his signature move on the ramp! Opponent rolls Pin plus finisher. Odd: The opponent counters with a DDT on the ramp! The wrestler who was DDT'd adds 1 to his pin rating and rolls Pin.
6 - 7: The wrestlers battle to the top of the ramp, with the heel getting the upper hand via a low blow. The heel gets a sick look on his face, and walks over to the pyrotechnic board. As the face lays, trying to get up, the heel begins mashing on the buttons of the board, making fireworks erupt from the stage! He walks over and places a foot on the opponent's chest. Face adds 2 and rolls Pin.
8 - 9: Both wrestlers are fighting back and forth on the announce table at ringside! Roll one dice. Even: The face hits his signature move, sending the opponent through the table! The heel rolls Pin plus finisher. Odd: The heel shoves the face away, and hits his finisher through the table! Face rolls Pin plus finisher.
10 - 11: The wrestlers begin to brawl into the crowd, and eventually make their way up a flight of steps. At this point, the wrestler with the lower cage rating sends the opponent tumbling down the steps! He drags the opponent back into the ring. Opponent rolls Pin plus finisher.
12: The face grabs the steel steps and slides them into the ring. The heel throws the referee into the face to slow him down. As the face makes sure the referee is alright, the heel nails him in the back of the head with the steps! The face is busted open, but the heel goes for the cover! Face adds 1 rolls Pin.
REST PERIOD CHART (Roll 1D6):
1 - 2: The wrestler who scored the pinfall is exhausted. Just as he's getting back to his feet, his opponent's allies run in and attack him! The wrestler adds 1 to his Pin, and the match continues.
3: The heel's allies attempt to make the run in on the face, but one of the face's allies runs in with a chair! The match continues as normal.
4: Both wrestlers take advantage of the rest period. SUBTRACT 2 FATIGUE TOKENS FROM BOTH WRESTLERS.
5-6: The face decides that he doesn't want to wait to finish the feud, and attacks the opponent during the rest period! Face rolls on Level 2 Offense.